Thinking Robot on 9/1/2021 at 18:21
Thanks for releasing this beautiful mission. It had a nice southern touch. Reminded me somehow to a dilapidated place, especially the lower levels of the manor. I liked how well and ingenious the basement door code was hidden inside the building. So, a big plus from me!
(I have a strong assumption who made this FM, we will see. Very strong, unique and characteristic architectural style)
Owl2 on 9/1/2021 at 19:50
This mission is incredible in art, design and execution.
This is truely a masterpiece.
I couldnt solve the code lock puzzle alone but thats mostly thiefs fault... :D
Love this
Ghostly on 9/1/2021 at 21:26
Did I somehow break this mission? :(
I doused the generator with a water arrow but the portcullis did not raise up and since generator is off, the code which works is useless to me with no generator to power the gate.
A hint if there is something I missed, got the readable that does hint a secondary way in but it did not work, assuming the portcullis should raise once generator is doused with water arrow.
Samantha1 on 9/1/2021 at 21:31
Quote Posted by Ghostly
Did I somehow break this mission? :(
I doused the generator with a water arrow but the portcullis did not raise up and since generator is off, the code which works is useless to me with no generator to power the gate.A hint if there is something I missed, got the readable that does hint a secondary way in but it did not work,
assuming the portcullis should raise once generator is doused with water arrow.You didn´t break the mission :) the portcullis you are looking for is not the one in front of the code input field.
You need to go down a crate with a small corridor and there is a portcullis which is open now that you turned the power of the generator off.
Azaran on 9/1/2021 at 21:56
So I went down to the seminar basement and doused the generator with water, but the portcullis next to it didn't open
zomfg1234 on 9/1/2021 at 21:57
Nice looking mission, albeit a little small. The level could work very well for a horror mission if the basement gets extended, leading to some new area. I think that would very cool to see if author ever decides to build more on it. Something like "A Better Tomorrow" from DrK.
Galaer on 9/1/2021 at 23:05
Quote Posted by Azaran
So I went down to the
seminar basement and doused the generator with water, but
the portcullis next to it didn't open
OK, found the portcullis you need to use it.
From front entrance to Seminary go left. Enter 1st room and use grate to go down to tight tunnels. Go south and turn left. This way you will enter sealed area.
Azaran on 9/1/2021 at 23:43
Quote Posted by Galaer
OK, found the portcullis you need to use it.
From front entrance to Seminary go left. Enter 1st room and use grate to go down to tight tunnels. Go south and turn left. This way you will enter sealed area.Thanks!
pwl on 10/1/2021 at 17:50
This was an awesome mission both visually and game play!!:eek::cool:
Thanks to the author.
pwl
<Username> on 10/1/2021 at 19:18
What a great mission! Amazing architecture, textures, decorations, lighting and sound. I didn't get to take a vacation to a sunny beach this December. This was almost as good. :thumb: Finished on Normal in 50 minutes with 2471 of 3383 loot. I can see myself replaying The Cinder Notes on a higher difficulty level sometime.
Some constructive feedback in case the author wants to release an update after the contest is over:[SPOILER]
* I would appreciate an empty page on the map screen for ingame notes. I prefer this over alt-tabbing out of the game and writing in an editor.
* All the new objects are great, but low-poly objects like the pot with the red flowers, the moneybox or the vase from Thief: The Dark Project now look out of place. If possible, these should be replaced as well.
* Garrett's new footsteps on wood floors sound very loud. I was not sure if I was more audible when walking on wood or not. I would decrease the volume of these sounds.
* If you remove a box from a shelf on the top floor of the old rectory, a robot part above it falls through the shelf.
* I disabled the spider bot patroling beyond the portcullis with the number pad with water arrows. It fell right through the floor and disappeared after it was hit by the second water arrow.
* When the player disables the generator in the basement, a guard spawns in. Where does he come from? I had already cleared the upper floors by that point. Bodies had piled up in the stairwell. This obvious spawning-in took me out of the game a little.
* The wind sounds in the stairwell were unplesantly loud and hit the resonance frequency of objects in my apartment. With headphones, it was a littler better, but still not great. I would replace that sound.[/SPOILER]